package edu.ycp.android.bowlingconcepts;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;

import javax.microedition.khronos.opengles.GL10;

public class Cube {
	private IntBuffer   mVertexBuffer;
    private IntBuffer   mColorBuffer;
    private ByteBuffer  mIndexBuffer;
    
    public Cube()
    {
    	int one = 0x10000;
    	
    	int vertices[] = {
                -one, -one, -one,
                one, -one, -one,
                one,  one, -one,
                -one,  one, -one,
                -one, -one,  one,
                one, -one,  one,
                one,  one,  one,
                -one,  one,  one
        };
    	
    	int colors[] = {
                0,    0,    0,  one,
                one,    0,    0,  one,
                one,  one,    0,  one,
                0,  one,    0,  one,
                0,    0,  one,  one,
                one,    0,  one,  one,
                one,  one,  one,  one,
                0,  one,  one,  one
        };
    	
    	byte indices[] = {
                0, 4, 5,    0, 5, 1,
                1, 5, 6,    1, 6, 2,
                2, 6, 7,    2, 7, 3,
                3, 7, 4,    3, 4, 0,
                4, 7, 6,    4, 6, 5,
                3, 0, 1,    3, 1, 2
        };
    	
    	ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
    	vbb.order(ByteOrder.nativeOrder());
    	mVertexBuffer = vbb.asIntBuffer();
    	mVertexBuffer.put(vertices);
    	mVertexBuffer.position(0);
    	
    	ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
    	cbb.order(ByteOrder.nativeOrder());
    	mColorBuffer = cbb.asIntBuffer();
    	mColorBuffer.put(colors);
    	mColorBuffer.position(0);
    	
    	mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
    	mIndexBuffer.put(indices);
    	mIndexBuffer.position(0);
    }
    
    public void draw(GL10 gl)
    {
    	gl.glFrontFace(GL10.GL_CW);
    	gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer);
    	gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer);
    	gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer);
    }
}
